-
Iranian Journal of Psychiatry Mar 2013The aim of this study was to examine reality testing in schizophrenic children and compare it with normal children using minus responses subcomponent in ego impairment...
OBJECTIVE
The aim of this study was to examine reality testing in schizophrenic children and compare it with normal children using minus responses subcomponent in ego impairment index of the Rorschach test.
METHODS
In a descriptive design, 20 accidentally sampled children, including 10 schizophrenic and 10 normal children, were recruited in to two groups and were compared in terms of reality testing subcomponent of Ego Impairment Index (EII). After initial interview, the Rorschach inkblot test was administered on the two groups, and Distorted Quality responses (FQ-) were calculated. The results were then analyzed by independent t-test and Cohen's d for effect size.
RESULTS
The result of independent t-test revealed that the mean of minus responses in schizophrenic children was significantly higher than that of normal children. In addition, the usefulness of the Rorschach ego impairment index (EII) in evaluating reality testing in schizophrenic children was confirmed. In addition, it was found that defect in reality testing is one of the prominent characteristics of schizophrenic children.
CONCLUSION
The higher minus responses in schizophrenic children indicate that schizophrenic children have weaker functioning in reality testing compared with normal children.
PubMed: 23682251
DOI: No ID Found -
Epilepsy Currents 2018
PubMed: 30568551
DOI: 10.5698/1535-7597.18.6.372 -
The Israel Journal of Psychiatry and... 2009Major Depressive Disorder is one of the most common and debilitating mental disorders. Cognitive behavioral therapy (CBT) for depression has received ample empirical... (Comparative Study)
Comparative Study Review
Major Depressive Disorder is one of the most common and debilitating mental disorders. Cognitive behavioral therapy (CBT) for depression has received ample empirical support and is considered one of the most effective modes of treatment for depression. In this article, we review the theoretical underpinnings of this approach, whereby biased cognition and maladaptive behavioral patterns are thought to be core factors contributing to the development and maintenance of depression. We describe cognitive and behavioral strategies and techniques used in the treatment of depression. We conclude with an updated review of outcome research comparing the effectiveness of CBT as a whole and its specific cognitive and behavioral components with a standard treatment of anti-depressant medication.
Topics: Antidepressive Agents; Awareness; Cognitive Behavioral Therapy; Cross-Sectional Studies; Depressive Disorder, Major; Humans; Outcome Assessment, Health Care; Perceptual Distortion; Randomized Controlled Trials as Topic; Reality Testing; Secondary Prevention; Social Behavior
PubMed: 20635774
DOI: No ID Found -
Medycyna Pracy Sep 2023This paper presents an overview of a pilot study focused on testing the effectiveness of immersive virtual reality (VR) exercises, within extended reality experiences,...
BACKGROUND
This paper presents an overview of a pilot study focused on testing the effectiveness of immersive virtual reality (VR) exercises, within extended reality experiences, in increasing awareness and empathy among university students towards pregnant women, elderly people, people in wheelchairs, and people with some sort of sight impairment. The extended reality experience was designed to simulate various scenarios that reflect the experiences of people from diverse backgrounds, to promote a better understanding of different perspectives and social issues related to some of the challenges tackled by people whose limitations are many times overlooked.
MATERIAL AND METHODS
A design-based research methodology was applied and qualitative and quantitative data were collected in samples of 20 students from 3 countries.
RESULTS
Overall, the results suggest that immersive VR applications can be an effective tool in increasing awareness and empathy among higher education students. The use of VR technology can create a sense of presence and immersion that allows students to experience situations that they may not have encountered otherwise. The results attained with the immersive experiences have provided evidence that these solutions can foster a greater understanding of different perspectives and promote empathy towards individuals from diverse backgrounds.
CONCLUSIONS
Ongoing research correlated with the Mixed Reality on Universal Design's Secret Service (Mr. UD) project results is already expanding on these findings by testing the effectiveness of VR applications in different contexts and with larger and more diverse samples. Additionally, the research conducted has provided relevant evidence that suggests that VR applications and their inclusion in training programs may help promote behavior change and reduce prejudice and discrimination towards marginalized groups. Med Pr. 2023;74(3):187-97.
Topics: Pregnancy; Aged; Female; Humans; Pilot Projects; Empathy; Universities; Students; Virtual Reality
PubMed: 37695932
DOI: 10.13075/mp.5893.01391 -
JMIR Formative Research May 2023Existing concussion education programs for preteen athletes typically do not result in sustained improvements in concussion symptom recognition or reporting behaviors....
BACKGROUND
Existing concussion education programs for preteen athletes typically do not result in sustained improvements in concussion symptom recognition or reporting behaviors. Virtual reality (VR) technology offers an innovative tool that may improve concussion symptom recognition and reporting behaviors among preteen athletes.
OBJECTIVE
We aimed to describe the design and development of a VR concussion education app, Make Play Safe (MPS), and present findings on the usability and preliminary efficacy of MPS in improving concussion recognition and reporting intentions among soccer athletes aged 9-12 years.
METHODS
A collaborative user-centered design process was implemented to develop and evaluate MPS, a semi-immersive VR concussion education app designed to address two behavioral outcomes in preteen athletes aged 9-12 years: (1) recognizing concussion and (2) reporting concussion. The development of MPS occurred in three phases: (1) design and development, (2) usability testing, and (3) preliminary efficacy testing. During phase 1, consultations were completed with 6 experts. Additionally, 5 interviews with children who had a history of concussion were conducted to collect feedback about the proof of concept of MPS. During phase 2, a participatory workshop with 11 preteen athletes and a small group discussion with 6 parents and 2 coaches were conducted to explore the usefulness and acceptability of MPS from the perspective of end users. Finally, phase 3 included preliminary efficacy testing with 33 soccer athletes aged 9-12 years to examine changes in concussion-related knowledge, attitudes, and reporting intentions from pre- to postintervention. The data generated from each phase of this study informed the development of the final version of the proof of concept of the VR concussion education app, MPS.
RESULTS
Experts positively rated the features of MPS and noted that the design and content were innovative and age-appropriate. Preteens with a history of concussion indicated the scenarios and symptoms portrayed in the app represented well what they experienced while concussed. Further, they stated that the app would be an engaging way for children to learn about concussions. The 11 healthy children in the workshop perceived the app positively, noting that the scenarios were informative and engaging. Results from preliminary efficacy testing revealed increases in many athletes' knowledge and reporting intentions from pre- to postintervention. Others demonstrated no significant changes or a decrease in knowledge, attitudes, or reporting intentions from pre- to postintervention. Group-level changes in concussion knowledge and intention to report concussions were statistically significant (P<.05), while changes in attitudes toward reporting concussions were not (P=.08).
CONCLUSIONS
Results suggest VR technology may be an effective and efficient tool to equip preteen athletes with the requisite knowledge and skills to recognize and report future concussions. Further research is recommended to examine the use of VR as an effective strategy to improve concussion-reporting behaviors in preteen athletes.
PubMed: 37234027
DOI: 10.2196/43015 -
Journal of Clinical and Translational... May 2020The use of virtual reality (VR) technology continues to grow in the areas of clinical assessment and rehabilitation. Both researchers and health-care providers are... (Review)
Review
UNLABELLED
The use of virtual reality (VR) technology continues to grow in the areas of clinical assessment and rehabilitation. Both researchers and health-care providers are exploring ways to incorporate VR in clinical practice as an emerging technology. VR postural control and neuropsychological testing represent a promising next step in sport-related concussion (SRC) management. This article reviews the current literature on VR applications for SRC assessment.
RELEVANCE FOR PATIENTS
VR-based postural control assessments suggest that visual motion is destabilizing following SRC, perhaps indicating persistent perceptual-motion disintegration when clinical postural control tests suggest complete recovery. VR can also provide functional neuropsychological assessments using real-life scenarios or virtual environments, which may be more sensitive than traditional pencil-and-paper or computerized neuropsychological assessments.
PubMed: 32671279
DOI: No ID Found -
Journal of Clinical Medicine Aug 2022(1) Background: Interactive VR (virtual reality) environments (i.e., using three-dimensional graphics presented with a head-mounted display) have recently become a... (Review)
Review
(1) Background: Interactive VR (virtual reality) environments (i.e., using three-dimensional graphics presented with a head-mounted display) have recently become a popular professional tool for the treatment of patients with eating disorders (EDs). However, there are no published review reports that have analyzed the original papers between 2015 and 2021, which additionally focused only on HMD (head-mounted display) 3DVR (three-dimensional virtual reality) exposure and included only three therapeutic categories for ED patients. (2) Methods: The EbscoHost and Scopus databases were searched to identify relevant papers on VR research employing VR in the assessment and treatment of eating disorders. (3) Results: In addition to the known therapeutic divisions for ED, there are new forms of therapy based on 360 cameras, eye-tracking, and remote therapy. (4) Conclusions: The potential of VR in combination with different therapies may offer an alternative for future research. More rigorous testing, especially in terms of larger sample sizes, the inclusion of control groups or multisessions, and follow-up measures, is still needed. The current state of research highlights the importance of the nature and content of VR interventions for ED patients. Future research should look to incorporate more home-based and remote forms of VR tools.
PubMed: 36078886
DOI: 10.3390/jcm11174956 -
Journal of Gerontological Nursing Nov 2023There is a shortage of personnel to provide care for older adults with dementia, and traditional teaching methods could be improved. The teaching method used in the Care... (Randomized Controlled Trial)
Randomized Controlled Trial
There is a shortage of personnel to provide care for older adults with dementia, and traditional teaching methods could be improved. The teaching method used in the Care for Older Adults With Dementia course is mainly theoretical, lacking real-life care scenarios and practical procedural training. In the current study, we developed a virtual reality (VR) teaching system and designed a randomized controlled trial aimed at testing the availability of the VR-assisted teaching system, filling the gap in teaching through care scenarios, enabling students majoring in intelligent health and oldage care service management to have a more positive attitude toward learning, and improving students' knowledge and course satisfaction. This study showed that the developed VR system can meet the initial needs of daily teaching, help students have a more positive attitude toward learning, and improve their academic performance and course satisfaction. [(11), 25-32.].
Topics: Humans; Aged; Virtual Reality; Students; Clinical Competence; Geriatric Nursing; Dementia
PubMed: 37906042
DOI: 10.3928/00989134-20231011-01 -
Current Opinion in HIV and AIDS Sep 2017Although there has been a significant increase in mHealth interventions addressing the HIV prevention and care continuum, interventions using game mechanics have been... (Review)
Review
PURPOSE OF REVIEW
Although there has been a significant increase in mHealth interventions addressing the HIV prevention and care continuum, interventions using game mechanics have been less explored. Digital games are rapidly becoming an important tool for improving health behaviors and supporting the delivery of care and education. The purpose of this review is to provide a historical context for the use of gamification and videogames (including those using virtual reality) used in technology-based HIV interventions and to review new research in the field.
RECENT FINDINGS
A review of recently published (1 January 2016-31 March 2017) or presented abstracts (2016) identified a paucity of technology-based interventions that included gamification elements or any terms associated with videogames or gameplay. A larger portfolio of digital gaming interventions is in the pipeline.
SUMMARY
Use of digital games that include elements of gamification or consist of standalone videogames or virtual-reality-based games, represent a promising intervention strategy to address the HIV prevention and care continuum, especially among youth. Our review demonstrates that there is significant room for growth in this area in designing, developing, testing and most importantly, implementation and dissemination these novel interventions.
Topics: Continuity of Patient Care; HIV Infections; Health Promotion; Humans; Mobile Applications; Video Games
PubMed: 28692490
DOI: 10.1097/COH.0000000000000399 -
Journal of Emergencies, Trauma, and... 2021Technology-driven educational modalities are increasingly utilized today in a variety of forms. Different combinations of the spectrum of simulation-based learning, the... (Review)
Review
Technology-driven educational modalities are increasingly utilized today in a variety of forms. Different combinations of the spectrum of simulation-based learning, the use of virtual reality, augmented reality, mixed reality, and serious gaming continue to gain traction on various educational platforms. In this paper, we share the formation of our project team to plan and execute a serious game on starting infusions and the use of infusion pump for nursing and health-care staff. The incorporation of element of assessment is also discussed. The various phases we went through included: Learning needs assessment and conceptualizationAssembly of project teamTransfer of medical conceptsStoryboard and content productionLearners' experiential mappingTesting of the prototypeBeta testing and release of the final product The collaborative work and coordination between the subject-matter experts together with the technical production team is critical. Issues such as assessment and debriefing in serious gaming were also addressed, not forgetting the need to ensure that, above all, learning must take place.
PubMed: 35125790
DOI: 10.4103/jets.jets_82_21